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C++ MakeContextCurrent函数代码示例

原作者: [db:作者] 来自: [db:来源] 收藏 邀请

本文整理汇总了C++中MakeContextCurrent函数的典型用法代码示例。如果您正苦于以下问题:C++ MakeContextCurrent函数的具体用法?C++ MakeContextCurrent怎么用?C++ MakeContextCurrent使用的例子?那么恭喜您, 这里精选的函数代码示例或许可以为您提供帮助。



在下文中一共展示了MakeContextCurrent函数的20个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于我们的系统推荐出更棒的C++代码示例。

示例1: MakeContextCurrent

void
WebGL2Context::UniformMatrix2x3fv_base(WebGLUniformLocation* loc, bool transpose,
                                       size_t arrayLength, const GLfloat* data)
{
    GLuint rawLoc;
    GLsizei numElementsToUpload;

    if (!ValidateUniformMatrixArraySetter(loc, 2, 3, LOCAL_GL_FLOAT, arrayLength,
                                          transpose, "uniformMatrix2x3fv",
                                          &rawLoc, &numElementsToUpload))
    {
        return;
    }

    MakeContextCurrent();
    gl->fUniformMatrix2x3fv(rawLoc, numElementsToUpload, transpose, data);
}
开发者ID:Manishearth,项目名称:gecko-dev,代码行数:17,代码来源:WebGL2ContextUniforms.cpp


示例2: GetBufferSlotByTarget

void
WebGLContext::BufferData(GLenum target, WebGLsizeiptr size, GLenum usage)
{
    if (IsContextLost())
        return;

    if (!ValidateBufferTarget(target, "bufferData"))
        return;

    WebGLRefPtr<WebGLBuffer>& bufferSlot = GetBufferSlotByTarget(target);

    if (size < 0)
        return ErrorInvalidValue("bufferData: negative size");

    if (!ValidateBufferUsageEnum(usage, "bufferData: usage"))
        return;

    // careful: WebGLsizeiptr is always 64-bit, but GLsizeiptr is like intptr_t.
    if (!CheckedInt<GLsizeiptr>(size).isValid())
        return ErrorOutOfMemory("bufferData: bad size");

    WebGLBuffer* boundBuffer = bufferSlot.get();

    if (!boundBuffer)
        return ErrorInvalidOperation("bufferData: no buffer bound!");

    UniquePtr<uint8_t> zeroBuffer((uint8_t*)calloc(size, 1));
    if (!zeroBuffer)
        return ErrorOutOfMemory("bufferData: out of memory");

    MakeContextCurrent();
    InvalidateBufferFetching();

    GLenum error = CheckedBufferData(target, size, zeroBuffer.get(), usage);

    if (error) {
        GenerateWarning("bufferData generated error %s", ErrorName(error));
        return;
    }

    boundBuffer->SetByteLength(size);
    if (!boundBuffer->ElementArrayCacheBufferData(nullptr, size)) {
        return ErrorOutOfMemory("bufferData: out of memory");
    }
}
开发者ID:Manishearth,项目名称:gecko-dev,代码行数:45,代码来源:WebGLContextBuffers.cpp


示例3: MakeContextCurrent

bool
WebGL2Context::IsSampler(WebGLSampler* sampler)
{
    if (IsContextLost())
        return false;

    if (!sampler)
        return false;

    if (!ValidateObjectAllowDeleted("isSampler", sampler))
        return false;

    if (sampler->IsDeleted())
        return false;

    MakeContextCurrent();
    return gl->fIsSampler(sampler->mGLName);
}
开发者ID:Nazi-Nigger,项目名称:gecko-dev,代码行数:18,代码来源:WebGL2ContextSamplers.cpp


示例4: MakeContextCurrent

bool
WebGLContext::IsVertexArray(WebGLVertexArray* array)
{
    if (IsContextLost())
        return false;

    if (!array)
        return false;

    if (!ValidateObjectAllowDeleted("isVertexArray", array))
        return false;

    if (array->IsDeleted())
        return false;

    MakeContextCurrent();
    return array->IsVertexArray();
}
开发者ID:70599,项目名称:Waterfox,代码行数:18,代码来源:WebGLContextVertexArray.cpp


示例5: MOZ_ASSERT

void
WebGL2Context::ResumeTransformFeedback()
{
    if (IsContextLost())
        return;

    WebGLTransformFeedback* tf = mBoundTransformFeedback;
    MOZ_ASSERT(tf);
    if (!tf)
        return;

    if (!tf->mIsActive || !tf->mIsPaused)
        return ErrorInvalidOperation("resumeTransformFeedback: transform feedback is not active or is not paused");

    MakeContextCurrent();
    gl->fResumeTransformFeedback();
    tf->mIsPaused = false;
}
开发者ID:Nazi-Nigger,项目名称:gecko-dev,代码行数:18,代码来源:WebGL2ContextTransformFeedback.cpp


示例6: switch

void
WebGLContext::BindTexture(GLenum rawTarget, WebGLTexture* newTex)
{
    if (IsContextLost())
        return;

     if (!ValidateObjectAllowDeletedOrNull("bindTexture", newTex))
        return;

    // Need to check rawTarget first before comparing against newTex->Target() as
    // newTex->Target() returns a TexTarget, which will assert on invalid value.
    WebGLRefPtr<WebGLTexture>* currentTexPtr = nullptr;
    switch (rawTarget) {
        case LOCAL_GL_TEXTURE_2D:
            currentTexPtr = &mBound2DTextures[mActiveTexture];
            break;

       case LOCAL_GL_TEXTURE_CUBE_MAP:
            currentTexPtr = &mBoundCubeMapTextures[mActiveTexture];
            break;

       case LOCAL_GL_TEXTURE_3D:
            if (!IsWebGL2())
                return ErrorInvalidEnum("bindTexture: target TEXTURE_3D is only available in WebGL version 2.0 or newer");

            currentTexPtr = &mBound3DTextures[mActiveTexture];
            break;

       default:
            return ErrorInvalidEnumInfo("bindTexture: target", rawTarget);
    }
    const TexTarget texTarget(rawTarget);

    MakeContextCurrent();

    if (newTex && !newTex->BindTexture(texTarget))
        return;

    if (!newTex) {
        gl->fBindTexture(texTarget.get(), 0);
    }

    *currentTexPtr = newTex;
}
开发者ID:Jar-win,项目名称:Waterfox,代码行数:44,代码来源:WebGLContextTextures.cpp


示例7: LastColorAttachmentEnum

void
WebGL2Context::ReadBuffer(GLenum mode)
{
    if (IsContextLost())
        return;

    const bool isColorAttachment = (mode >= LOCAL_GL_COLOR_ATTACHMENT0 &&
                                    mode <= LastColorAttachmentEnum());

    if (mode != LOCAL_GL_NONE && mode != LOCAL_GL_BACK && !isColorAttachment) {
        ErrorInvalidEnum("readBuffer: `mode` must be one of NONE, BACK, or "
                         "COLOR_ATTACHMENTi. Was %s",
                         EnumName(mode));
        return;
    }

    if (mBoundReadFramebuffer) {
        if (mode != LOCAL_GL_NONE &&
            !isColorAttachment)
        {
            ErrorInvalidOperation("readBuffer: If READ_FRAMEBUFFER is non-null, `mode` "
                                  "must be COLOR_ATTACHMENTi or NONE. Was %s",
                                  EnumName(mode));
            return;
        }

        MakeContextCurrent();
        mBoundReadFramebuffer->SetReadBufferMode(mode);
        gl->fReadBuffer(mode);
        return;
    }

    // Operating on the default framebuffer.
    if (mode != LOCAL_GL_NONE &&
        mode != LOCAL_GL_BACK)
    {
        ErrorInvalidOperation("readBuffer: If READ_FRAMEBUFFER is null, `mode`"
                              " must be BACK or NONE. Was %s",
                              EnumName(mode));
        return;
    }

    gl->Screen()->SetReadBuffer(mode);
}
开发者ID:GuanWen-Chen,项目名称:gecko-b2g,代码行数:44,代码来源:WebGL2ContextFramebuffers.cpp


示例8: glfwCreateWindow

Window::Window(const int2 & dimensions, const char * title)
{
    if(glfwInit() == GL_FALSE) throw std::runtime_error("glfwInit() failed.");
    window = glfwCreateWindow(dimensions.x, dimensions.y, title, nullptr, nullptr);
    if(window == nullptr) throw std::runtime_error("glfwCreateWindow(...) failed.");

    glfwSetWindowUserPointer(window, this);
    glfwSetKeyCallback(window, OnKey);

    const uint32_t compressedFont[] = {
        0,0x18,0,0,0x660000,0xc000018,0,0,0x36661800,0xc1c003e,0xc30,0x40000000,0x36663c00,0xc360063,0x1818,0x60000000,0x7f243c00,0x6364343,0x1866300c,0x30000000,0x36003c00,0x1c6303,0x183c300c,
        0x18000000,0x36001800,0x6e303e,0x7eff300c,0xc007f00,0x36001800,0x3b1860,0x183c300c,0x6000000,0x7f000000,0x330c61,0x1866300c,0x3000018,0x36001800,0x336663,0x1818,0x1180018,0x36001800,
        0x6e633e,0xc30,0x180018,0,0x18,0,0xc,0,0x18,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0x3e3e183e,0x7f1c7f30,0x3e3e,0x3e060060,0x63631c63,0x63060338,0x18186363,0x630c0030,0x60601e73,0x6003033c,0x18186363,
        0x63180018,0x6030187b,0x30030336,0x6363,0x30307e0c,0x3c18186f,0x183f3f33,0x7e3e,0x18600006,0x600c1867,0xc63607f,0x6063,0x1830000c,0x60061863,0xc636030,0x18186063,0x187e18,0x63631863,
        0xc636330,0x18183063,0x180c0030,0x3e7f7e3e,0xc3e3e78,0xc001e3e,0x18060060,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0x3c3f083e,0x3c7f7f1f,0x67783c63,0x1c63630f,0x66661c63,0x66666636,
        0x66301863,0x36677706,0x43663663,0x43464666,0x36301863,0x636f7f06,0x366637b,0x3161666,0x36301863,0x637f7f06,0x33e637b,0x31e1e66,0x1e30187f,0x637b6b06,0x3667f7b,0x7b161666,0x36301863,
        0x63736306,0x4366633b,0x63064666,0x36331863,0x63636346,0x66666303,0x66066636,0x66331863,0x36636366,0x3c3f633e,0x5c0f7f1f,0x671e3c63,0x1c63637f,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0x80000,0,0,0,
        0x1c0000,0x3e3f3e3f,0x6363637e,0x3c7f6663,0x363c01,0x63666366,0x6363637e,0xc636663,0x633003,0x63666366,0x6363635a,0xc316636,0x3007,0x6666366,0x63636318,0xc18661c,0x300e,0x1c3e633e,
        0x6b636318,0xc0c3c1c,0x301c,0x30366b06,0x6b636318,0xc06181c,0x3038,0x63667b06,0x7f366318,0xc431836,0x3070,0x63663e06,0x3e1c6318,0xc631863,0x3060,0x3e67300f,0x36083e3c,0x3c7f3c63,0x3c40,
        0x7000,0,0,0,0,0,0,0xff000000,0,0,0,0,0xc,0,0,0,0xc,0,0,0,0x70018,0x1c0038,0x7601807,0x1c,0x60000,0x360030,0x6601806,0x18,0x60000,0x260030,0x6000006,0x18,0x3e1e1e00,0x6e063e3c,0x66701c36,
        0x3e3b3718,0x63363000,0x330f6336,0x3660186e,0x63667f18,0x3663e00,0x33067f33,0x1e601866,0x63666b18,0x3663300,0x33060333,0x36601866,0x63666b18,0x63663300,0x3e066333,0x66601866,0x63666b18,
        0x3e3e6e00,0x300f3e6e,0x67663c67,0x3e66633c,0,0x33000000,0x660000,0,0,0x1e000000,0x3c0000,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0x8,0x70000000,0x6e0e18,0,0xc,0x18000000,0x3b1818,0,0xc,0x18000000,
        0x1818,0x3e3b6e3b,0x6366333f,0x187f6363,0x1818,0x636e3366,0x6366330c,0xe336336,0x7000,0xe663366,0x6b66330c,0x1818631c,0x1818,0x38063366,0x6b66330c,0x180c631c,0x1818,0x63063e3e,0x7f3c336c,
        0x18667e36,0x1818,0x3e0f3006,0x36186e38,0x707f6063,0xe18,0x3006,0,0x3000,0,0x780f,0,0x1f00 };
    uint8_t fontPixels[128*128] = {};
    auto out = fontPixels;
    for(auto num : compressedFont)
    {
        for(int i=0; i<32; ++i)
        {
            *out++ = num & (1 << i) ? 255 : 0;
        }
    }

    MakeContextCurrent();
    glGenTextures(1, &fontTexture);
    glBindTexture(GL_TEXTURE_2D, fontTexture);
    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 128, 128, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, fontPixels);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
    glBindTexture(GL_TEXTURE_2D, 0);
}
开发者ID:sgorsten,项目名称:examples,代码行数:44,代码来源:window.cpp


示例9: GetStateTrackingSlot

void
WebGLContext::Enable(GLenum cap)
{
    if (IsContextLost())
        return;

    if (!ValidateCapabilityEnum(cap, "enable"))
        return;

    realGLboolean* trackingSlot = GetStateTrackingSlot(cap);

    if (trackingSlot)
    {
        *trackingSlot = 1;
    }

    MakeContextCurrent();
    gl->fEnable(cap);
}
开发者ID:paulmadore,项目名称:luckyde,代码行数:19,代码来源:WebGLContextState.cpp


示例10: GetQuerySlotByTarget

void
WebGL2Context::EndQuery(GLenum target)
{
    if (IsContextLost())
        return;

    if (!ValidateQueryTarget(target, "endQuery"))
        return;

    WebGLRefPtr<WebGLQuery>& querySlot = GetQuerySlotByTarget(target);
    WebGLQuery* activeQuery = querySlot.get();

    if (!activeQuery || target != activeQuery->mType)
    {
        /* From GLES's EXT_occlusion_query_boolean:
         *     marks the end of the sequence of commands to be tracked for the
         *     query type given by <target>. The active query object for
         *     <target> is updated to indicate that query results are not
         *     available, and the active query object name for <target> is reset
         *     to zero. When the commands issued prior to EndQueryEXT have
         *     completed and a final query result is available, the query object
         *     active when EndQueryEXT is called is updated by the GL. The query
         *     object is updated to indicate that the query results are
         *     available and to contain the query result. If the active query
         *     object name for <target> is zero when EndQueryEXT is called, the
         *     error INVALID_OPERATION is generated.
         */
        ErrorInvalidOperation("endQuery: There is no active query of type %s.",
                              GetQueryTargetEnumString(target));
        return;
    }

    MakeContextCurrent();

    if (target == LOCAL_GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN) {
        gl->fEndQuery(LOCAL_GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN);
    } else {
        gl->fEndQuery(SimulateOcclusionQueryTarget(gl, target));
    }

    UpdateBoundQuery(target, nullptr);
    NS_DispatchToCurrentThread(new WebGLQuery::AvailableRunnable(activeQuery));
}
开发者ID:MichaelKohler,项目名称:gecko-dev,代码行数:43,代码来源:WebGL2ContextQueries.cpp


示例11: MakeContextCurrent

void
WebGLContext::DisableVertexAttribArray(GLuint index)
{
    if (IsContextLost())
        return;

    if (!ValidateAttribIndex(index, "disableVertexAttribArray"))
        return;

    MakeContextCurrent();
    InvalidateBufferFetching();

    if (index || !gl->IsCompatibilityProfile()) {
        gl->fDisableVertexAttribArray(index);
    }

    MOZ_ASSERT(mBoundVertexArray);
    mBoundVertexArray->mAttribs[index].mEnabled = false;
}
开发者ID:alphan102,项目名称:gecko-dev,代码行数:19,代码来源:WebGLContextVertices.cpp


示例12: MOZ_ASSERT

void
WebGLContext::VertexAttribDivisor(GLuint index, GLuint divisor)
{
    if (IsContextLost())
        return;

    if (!ValidateAttribIndex(index, "vertexAttribDivisor"))
        return;

    MOZ_ASSERT(mBoundVertexArray);

    WebGLVertexAttribData& vd = mBoundVertexArray->mAttribs[index];
    vd.mDivisor = divisor;

    InvalidateBufferFetching();

    MakeContextCurrent();

    gl->fVertexAttribDivisor(index, divisor);
}
开发者ID:alphan102,项目名称:gecko-dev,代码行数:20,代码来源:WebGLContextVertices.cpp


示例13: MakeContextCurrent

/* This doesn't belong here. It's part of state querying */
void
WebGL2Context::GetIndexedParameter(GLenum target, GLuint index,
                                   dom::Nullable<dom::OwningWebGLBufferOrLongLong>& retval)
{
    retval.SetNull();
    if (IsContextLost())
        return;

    GLint64 data = 0;

    MakeContextCurrent();

    switch (target) {
    case LOCAL_GL_TRANSFORM_FEEDBACK_BUFFER_BINDING:
        if (index >= mGLMaxTransformFeedbackSeparateAttribs)
            return ErrorInvalidValue("getIndexedParameter: index should be less than "
                                     "MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS");

        retval.SetValue().SetAsWebGLBuffer() =
            mBoundTransformFeedbackBuffers[index].get();
        return;

    case LOCAL_GL_UNIFORM_BUFFER_BINDING:
        if (index >= mGLMaxUniformBufferBindings)
            return ErrorInvalidValue("getIndexedParameter: index should be than "
                                     "MAX_UNIFORM_BUFFER_BINDINGS");

        retval.SetValue().SetAsWebGLBuffer() = mBoundUniformBuffers[index].get();
        return;

    case LOCAL_GL_TRANSFORM_FEEDBACK_BUFFER_START:
    case LOCAL_GL_TRANSFORM_FEEDBACK_BUFFER_SIZE:
    case LOCAL_GL_UNIFORM_BUFFER_START:
    case LOCAL_GL_UNIFORM_BUFFER_SIZE:
        gl->fGetInteger64i_v(target, index, &data);
        retval.SetValue().SetAsLongLong() = data;
        return;
    }

    ErrorInvalidEnumInfo("getIndexedParameter: target", target);
}
开发者ID:bolt-dev,项目名称:gecko-dev,代码行数:42,代码来源:WebGL2ContextUniforms.cpp


示例14: MakeContextCurrent

void
WebGLContext::Clear(GLbitfield mask)
{
    const char funcName[] = "clear";

    if (IsContextLost())
        return;

    MakeContextCurrent();

    uint32_t m = mask & (LOCAL_GL_COLOR_BUFFER_BIT | LOCAL_GL_DEPTH_BUFFER_BIT | LOCAL_GL_STENCIL_BUFFER_BIT);
    if (mask != m)
        return ErrorInvalidValue("%s: invalid mask bits", funcName);

    if (mask == 0) {
        GenerateWarning("Calling gl.clear(0) has no effect.");
    } else if (mRasterizerDiscardEnabled) {
        GenerateWarning("Calling gl.clear() with RASTERIZER_DISCARD enabled has no effects.");
    }

    if (mBoundDrawFramebuffer) {
        if (!mBoundDrawFramebuffer->ValidateAndInitAttachments(funcName))
            return;

        gl->fClear(mask);
        return;
    } else {
        ClearBackbufferIfNeeded();
    }

    // Ok, we're clearing the default framebuffer/screen.
    {
        ScopedMaskWorkaround autoMask(*this);
        gl->fClear(mask);
    }

    Invalidate();
    mShouldPresent = true;
}
开发者ID:MichaelKohler,项目名称:gecko-dev,代码行数:39,代码来源:WebGLContextFramebufferOperations.cpp


示例15: MakeContextCurrent

void
WebGLContext::DrawElements(GLenum mode, GLsizei count, GLenum type,
                           WebGLintptr byteOffset)
{
    const char funcName[] = "drawElements";
    if (IsContextLost())
        return;

    if (!ValidateDrawModeEnum(mode, funcName))
        return;

    MakeContextCurrent();

    bool error;
    ScopedResolveTexturesForDraw scopedResolve(this, funcName, &error);
    if (error)
        return;

    GLuint upperBound = 0;
    if (!DrawElements_check(count, type, byteOffset, 1, funcName, &upperBound))
        return;

    RunContextLossTimer();

    {
        ScopedMaskWorkaround autoMask(*this);

        if (gl->IsSupported(gl::GLFeature::draw_range_elements)) {
            gl->fDrawRangeElements(mode, 0, upperBound, count, type,
                                   reinterpret_cast<GLvoid*>(byteOffset));
        } else {
            gl->fDrawElements(mode, count, type,
                              reinterpret_cast<GLvoid*>(byteOffset));
        }
    }

    Draw_cleanup(funcName);
}
开发者ID:devtools-html,项目名称:gecko-dev,代码行数:38,代码来源:WebGLContextDraw.cpp


示例16: ErrorInvalidEnum

void
WebGL2Context::BindTransformFeedback(GLenum target, WebGLTransformFeedback* tf)
{
    const char funcName[] = "bindTransformFeedback";
    if (IsContextLost())
        return;

    if (target != LOCAL_GL_TRANSFORM_FEEDBACK)
        return ErrorInvalidEnum("%s: `target` must be TRANSFORM_FEEDBACK.", funcName);

    if (tf && !ValidateObject(funcName, *tf))
        return;

    if (mBoundTransformFeedback->mIsActive &&
        !mBoundTransformFeedback->mIsPaused)
    {
        ErrorInvalidOperation("%s: Currently bound transform feedback is active and not"
                              " paused.",
                              funcName);
        return;
    }

    ////

    if (mBoundTransformFeedback) {
        mBoundTransformFeedback->AddBufferBindCounts(-1);
    }

    mBoundTransformFeedback = (tf ? tf : mDefaultTransformFeedback);

    MakeContextCurrent();
    gl->fBindTransformFeedback(target, mBoundTransformFeedback->mGLName);

    if (mBoundTransformFeedback) {
        mBoundTransformFeedback->AddBufferBindCounts(+1);
    }
}
开发者ID:Wafflespeanut,项目名称:gecko-dev,代码行数:37,代码来源:WebGL2ContextTransformFeedback.cpp


示例17: MakeContextCurrent

void
WebGLContext::ClearColor(GLfloat r, GLfloat g, GLfloat b, GLfloat a)
{
    if (IsContextLost())
        return;

    MakeContextCurrent();

    const bool supportsFloatColorBuffers = (IsExtensionEnabled(WebGLExtensionID::EXT_color_buffer_half_float) ||
                                            IsExtensionEnabled(WebGLExtensionID::WEBGL_color_buffer_float));
    if (!supportsFloatColorBuffers) {
        r = GLClampFloat(r);
        g = GLClampFloat(g);
        b = GLClampFloat(b);
        a = GLClampFloat(a);
    }

    gl->fClearColor(r, g, b, a);

    mColorClearValue[0] = r;
    mColorClearValue[1] = g;
    mColorClearValue[2] = b;
    mColorClearValue[3] = a;
}
开发者ID:paulmadore,项目名称:luckyde,代码行数:24,代码来源:WebGLContextFramebufferOperations.cpp


示例18: CreateFormatUsage

bool
WebGLContext::InitAndValidateGL()
{
    if (!gl)
        return false;

    // Unconditionally create a new format usage authority. This is
    // important when restoring contexts and extensions need to add
    // formats back into the authority.
    mFormatUsage = CreateFormatUsage(gl);
    if (!mFormatUsage)
        return false;

    GLenum error = gl->fGetError();
    if (error != LOCAL_GL_NO_ERROR) {
        GenerateWarning("GL error 0x%x occurred during OpenGL context"
                        " initialization, before WebGL initialization!", error);
        return false;
    }

    mMinCapability = gfxPrefs::WebGLMinCapabilityMode();
    mDisableExtensions = gfxPrefs::WebGLDisableExtensions();
    mLoseContextOnMemoryPressure = gfxPrefs::WebGLLoseContextOnMemoryPressure();
    mCanLoseContextInForeground = gfxPrefs::WebGLCanLoseContextInForeground();
    mRestoreWhenVisible = gfxPrefs::WebGLRestoreWhenVisible();

    if (MinCapabilityMode())
        mDisableFragHighP = true;

    // These are the default values, see 6.2 State tables in the
    // OpenGL ES 2.0.25 spec.
    mColorWriteMask[0] = 1;
    mColorWriteMask[1] = 1;
    mColorWriteMask[2] = 1;
    mColorWriteMask[3] = 1;
    mDepthWriteMask = 1;
    mColorClearValue[0] = 0.f;
    mColorClearValue[1] = 0.f;
    mColorClearValue[2] = 0.f;
    mColorClearValue[3] = 0.f;
    mDepthClearValue = 1.f;
    mStencilClearValue = 0;
    mStencilRefFront = 0;
    mStencilRefBack = 0;

    /*
    // Technically, we should be setting mStencil[...] values to
    // `allOnes`, but either ANGLE breaks or the SGX540s on Try break.
    GLuint stencilBits = 0;
    gl->GetUIntegerv(LOCAL_GL_STENCIL_BITS, &stencilBits);
    GLuint allOnes = ~(UINT32_MAX << stencilBits);
    mStencilValueMaskFront = allOnes;
    mStencilValueMaskBack  = allOnes;
    mStencilWriteMaskFront = allOnes;
    mStencilWriteMaskBack  = allOnes;
    */

    gl->GetUIntegerv(LOCAL_GL_STENCIL_VALUE_MASK,      &mStencilValueMaskFront);
    gl->GetUIntegerv(LOCAL_GL_STENCIL_BACK_VALUE_MASK, &mStencilValueMaskBack);
    gl->GetUIntegerv(LOCAL_GL_STENCIL_WRITEMASK,       &mStencilWriteMaskFront);
    gl->GetUIntegerv(LOCAL_GL_STENCIL_BACK_WRITEMASK,  &mStencilWriteMaskBack);

    AssertUintParamCorrect(gl, LOCAL_GL_STENCIL_VALUE_MASK,      mStencilValueMaskFront);
    AssertUintParamCorrect(gl, LOCAL_GL_STENCIL_BACK_VALUE_MASK, mStencilValueMaskBack);
    AssertUintParamCorrect(gl, LOCAL_GL_STENCIL_WRITEMASK,       mStencilWriteMaskFront);
    AssertUintParamCorrect(gl, LOCAL_GL_STENCIL_BACK_WRITEMASK,  mStencilWriteMaskBack);

    mDitherEnabled = true;
    mRasterizerDiscardEnabled = false;
    mScissorTestEnabled = false;

    // Bindings, etc.
    mActiveTexture = 0;
    mDefaultFB_DrawBuffer0 = LOCAL_GL_BACK;

    mEmitContextLostErrorOnce = true;
    mWebGLError = LOCAL_GL_NO_ERROR;
    mUnderlyingGLError = LOCAL_GL_NO_ERROR;

    mBound2DTextures.Clear();
    mBoundCubeMapTextures.Clear();
    mBound3DTextures.Clear();
    mBound2DArrayTextures.Clear();
    mBoundSamplers.Clear();

    mBoundArrayBuffer = nullptr;
    mBoundTransformFeedbackBuffer = nullptr;
    mCurrentProgram = nullptr;

    mBoundDrawFramebuffer = nullptr;
    mBoundReadFramebuffer = nullptr;
    mBoundRenderbuffer = nullptr;

    MakeContextCurrent();

    // For OpenGL compat. profiles, we always keep vertex attrib 0 array enabled.
    if (gl->IsCompatibilityProfile())
        gl->fEnableVertexAttribArray(0);

    if (MinCapabilityMode())
//.........这里部分代码省略.........
开发者ID:GuanWen-Chen,项目名称:gecko-b2g,代码行数:101,代码来源:WebGLContextValidate.cpp


示例19: ErrorInvalidValue

bool
WebGL2Context::ValidateClearBuffer(const char* funcName, GLenum buffer, GLint drawBuffer,
                                   size_t availElemCount, GLuint elemOffset,
                                   GLenum funcType)
{
    if (elemOffset > availElemCount) {
        ErrorInvalidValue("%s: Offset too big for list.", funcName);
        return false;
    }
    availElemCount -= elemOffset;

    ////

    size_t requiredElements;
    GLint maxDrawBuffer;
    switch (buffer) {
    case LOCAL_GL_COLOR:
          requiredElements = 4;
          maxDrawBuffer = mGLMaxDrawBuffers - 1;
          break;

    case LOCAL_GL_DEPTH:
    case LOCAL_GL_STENCIL:
          requiredElements = 1;
          maxDrawBuffer = 0;
          break;

    case LOCAL_GL_DEPTH_STENCIL:
          requiredElements = 2;
          maxDrawBuffer = 0;
          break;

    default:
          ErrorInvalidEnumInfo(funcName, buffer);
          return false;
    }

    if (drawBuffer < 0 || drawBuffer > maxDrawBuffer) {
        ErrorInvalidValue("%s: Invalid drawbuffer %d. This buffer only supports"
                          " `drawbuffer` values between 0 and %u.",
                          funcName, drawBuffer, maxDrawBuffer);
        return false;
    }

    if (availElemCount < requiredElements) {
        ErrorInvalidValue("%s: Not enough elements. Require %u. Given %u.",
                          funcName, requiredElements, availElemCount);
        return false;
    }

    ////

    MakeContextCurrent();

    const auto& fb = mBoundDrawFramebuffer;
    if (fb) {
        if (!fb->ValidateAndInitAttachments(funcName))
            return false;

        if (!fb->ValidateClearBufferType(funcName, buffer, drawBuffer, funcType))
            return false;
    } else if (buffer == LOCAL_GL_COLOR) {
        if (drawBuffer != 0)
            return true;

        if (mDefaultFB_DrawBuffer0 == LOCAL_GL_NONE)
            return true;

        if (funcType != LOCAL_GL_FLOAT) {
            ErrorInvalidOperation("%s: For default framebuffer, COLOR is always of type"
                                  " FLOAT.",
                                  funcName);
            return false;
        }
    }

    return true;
}
开发者ID:alphan102,项目名称:gecko-dev,代码行数:78,代码来源:WebGL2ContextMRTs.cpp


示例20: glXMakeCurrent

_X_EXPORT Bool
glXMakeCurrent(Display * dpy, GLXDrawable draw, GLXContext gc)
{
   return MakeContextCurrent(dpy, draw, draw, gc);
}
开发者ID:Distrotech,项目名称:Mesa,代码行数:5,代码来源:glxcurrent.c



注:本文中的MakeContextCurrent函数示例由纯净天空整理自Github/MSDocs等源码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。


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C++ MakeCurrent函数代码示例发布时间:2022-05-30
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